
Play as android MIO in this mesmerizing metroidvania where you explore the Vessel, an enormous technological ark overgrown with machines gone rogue. Uncover its secrets, enhance MIO's abilities, and save the spaceship and its residents from oblivion.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 9/day in the week to Sep 4 → 10.57/day in the week after.
About

A mesmerizing, intertwined, decaying world awaits.
You are MIO, a nimble robot with extraordinary abilities. You wake up in the Vessel, a space ship drifting aimlessly in space.This enormous technological ark, whose initial purpose remains unknown, lies now as a field of ruins, overgrown with lush vegetation and machines gone rogue.
Nobody knows why the Pearls, The Vessel's AI caretakers, have ceased functioning. Forgotten by all, the Vessel faces imminent shutdown. Dive into its depths to revive its lost memories, as you unravel your true past and destiny.

Delve into this mesmerizing metroidvania, as you guide MIO through the vast expanse of the Vessel. You won’t be alone on your journey. Repair damaged robots and help them to unveil the Ark's past and gain valuable bonuses. Interact with the environment to learn more about its past and memories. Unravel the dark secrets behind its tragic blackout. And let your curiosity guide you as you discover its many secret pathways.

Experience a magnificent world of breathtaking scenery and innumerable details. Inspired by comics, paintings, and anime, its universe is full of wonder and artistic curiosities. Let its unique and dynamic soundtrack, blending lo-fi beats and choral melodies, carry you through this captivating universe.

As a gigantic labyrinth, the Vessel is a true living organism, with its own ecosystems, bestiaries and architectures. Earn game-changer abilities, like grappling hook, air gliding or spider-like wall clinging, to help MIO progress through this twisted and interconnected space. Master precision, rhythm, and timing to find the perfect flow!

Face off a diverse array of over 30 enemy units and 15 formidable guardian bosses. From the relentless Mosquito to the menacing Scarecrow, confront a variety of deadly adversaries each with their own distinct fighting styles and movement patterns. Use your arsenal of powers to adapt to every encounter. Evade foes using your Hook, unleash orbs as powerful projectiles, and even create decoy clones to strike from unexpected angles.

Enhance and customize MIO abilities by scavenging enemy components. Spice up your fighting skills with many Modifiers and transform MIO into a formidable force tailored to your playstyle. Would you make your grappling Hook a deadly lasso or an evade move? Sacrifice your Shield to boost your damage? It’s always your choice!
Will you rise to the challenge and save the Vessel from oblivion? Will you dare to seek and wake its memories?
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5.1Kreviews | 83% | — | $2.1M |
| $14.99−25% | 1.2Kratings | 74% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 784 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Best game I've played in 2026. Amazing combat mechanics and boss fights, great exploration and movement experience. Boss runbacks are there, but to a noticeably lesser extent than in other MVs I've played
之前打了百分之80左右的内容,听说制作组解散了准备回来重新打完,先写一下评价。 之前玩过空洞骑士和奥日,本人不太喜欢太有难度的Boss设计,音乐和画风只要不是很劝退就能接受。相比于空洞骑士有着比较难的Boss设计,mio的Boss一般都比较简单,所以导致虽然说有一套天赋加点系统,但是我一直都是带着同一套打Boss的,不怎么改变天赋也能一路打到底 mio最吸引我的是地图设计和能力的设定,一步步获取新能力从而可以去一些之前没去过的地方重新探索收集物品,这个流程的体验设计的很不错。本作开图较为简单(主角的探图的视野光圈挺大的,很容易点亮地图的黑暗处)。 然后美术和音乐应该算得上不错的吧,这个不太懂。 最该死的中后期的跳跳乐,虽然主角的空中性能非常不错,但是坩埚的跳跳乐依旧恶心,就是那种你明明知道要怎么过去就是微操不到位就得死,打得多还不过去就会厌烦。 总的来说,游戏的整个流程设计我觉得是很有趣的,不需要在配装上花费太多心思,专心探索地图找宝藏之类的,顺手杀一下怪物boss就好。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain*, Japanese*, Korean, Polish, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese +3 more
| $19.99 |
| 1Kratings |
| 85% |
| — |
| not modelled |
| $19.99 | 23ratings | 80% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 786 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好美的游戏,好美的音乐。真结局之后,我忘却了所有悲剧,所见皆是奇迹。ps:有些跳跳乐太难了,手残慎入
Soy homosexual y etsa muy bueno
Excelente juego de plataformeo, al inicio se sentía un poco lento y que iba a ser un juego corto, pero me sorprendió la cantidad de zonas y retos que tiene. El lore es muy bueno, te absorben los escenarios.
受苦了五十个小时,该说些什么好呢? 游戏里逐渐腐化凋零,但又设计精妙绝伦,美轮美奂,结构登峰造极的皿躯舰,那个为航行者的不公对待而毅然叛乱的智械,还有主角和npc遗忘和被埋藏在整个地图各种隐藏角落的记忆,那个被拼死保留的火种,最后的坐标和最初的起点,仿佛对应了开发工作室的命运—— 拥有历史级别的美术能力,拥有时代级别的类银地图理解,带上一丝古早类银的受苦美学和不肯妥协的执拗,一个独立工作室,为我们这些沉迷于月下三部曲的类银玩家,呈现出来一份交织着受苦创伤,反人类跳跳乐,谜语人故事,绝望到极点,但同时又是将美丽凝华成了实体的母贝液滴,并通过碎裂的镜子映射出角落的雪中篝火般的温柔的水彩画。 但是画家的执拗本身却从不会遇到任何温柔,而是在这个残酷的资本市场面前沦为无名之辈。就如同那些潜伏在角落根本没有引导提示的古早银河城隐藏路径设计一般,就如同主角mio通过贯通整个环形伪3d地图才发现自己的命定之死一般。 水彩笔没有被好好的收纳在调色盘里面,但跌落在地上的清仓打折标语,却偶然将一位路人引入了画家的梦: 在梦里,游戏里的mio正在天空舱的顶端,眸残破的躯体上坐着。 mio在凝视着浩瀚的星空,而我正在凝视着mio,这个失败的梦 ——但我相信此时这个死去的工作室已经成功了,他们如同主角mio一样,用旅途和死亡诠释了生命真正的重量和电子游戏真正的意义:不是无休止的日活周常上班,不是用ai算法去生成无穷无尽的空洞地图,也不是简单的将换皮的敌人、场景和玩法随机铺满整个世界,或者把特色玩法为了商业而妥协。 电子游戏吸引人的地方在什么?是梦。但没有一个梦是完美的,没有一个梦是永远不醒的。 也因此那些索然无味的重复游戏和面面俱到但不好玩的游戏,用自己的成功销量印证了mio的商业失败。 但也因此,它们同样用游戏性的失败衬托了这款游戏的成功:那就是一场梦,一场不完美的梦,一场受苦但又温柔的梦,一场注定要醒来的梦。 工作室的梦醒了,他们解散了。 而在结局看见于烬的那一刻,我的梦也醒了。 但醒来以后的感动,将会像母贝结晶一样刻在我的秘宇回忆里,我想死亡也不会将我们分开。
主角机动性很高,boss战手感特别好的,但是制作组感觉总是希望用跳跳乐表达自己设计出的模块的小巧思,三个经典跳跳乐要给我跳吐血了。总体是瑕不掩瑜的一款好类银,跑跳跳乐记得开辅助模式。
储藏室坩埚跳跳乐打尿了 但尿着打完了:)
好喜欢。。人外控全满足,每当六声出现我都会原谅前面挨过的所有毒打。尤其是息,冷漠之下那一点点的温柔好好品,巨物加人外到底谁能抵抗!!!整个游戏性都在服务叙事但这个叙事我确实喜欢,那还说啥呢,真香我素m…这个地图的设计也好精妙。制作组你为什么解散了。。。TTTTTTTT
25小时无辅助全成就,不能算是神作,但当前国区的77%好评率略低估了其优质的质量,故给好评拉高一点。是一款适合类银老手的游戏,新手不建议直接上手本作。 好评中提到的优点就不再赘述了,无非就是美术、动作、地图、剧情,提几个差评里提的比较少的问题吧: [h3] 1. 地图引导不明确 [/h3] 除了最中央的npc有隐约提到主线需要去的位置,大部分时间都要进行找路。因为游戏内的移动方式很多,玩家有时忘记自己的移动方式,遇到眼前的路脑子一顿就不知道怎么走了:比如遇到高墙需要爬墙,这个时候但凡在墙面附近、或者利用3D纵深的背景给一点提示,都能很大程度上节约玩家时间和优化体验。 尤其是存档点不多、分叉又多的地图设计,让跑路的时间成本大大增加,且挫败感极强。(如果没有 [i] 退出重进回上一个存档点 [/i] 的设定,我的游玩时长可能要额外增加1/4) 最搞笑的是在进入未知区域后,居然完全无法显示主角位置,但凡方向感弱一点就没得玩。包括部分隐藏道具的设计,由于游戏用了3D去模仿2D的视角,会导致视角遮挡且没有任何提示,很多隐藏都会在探索中被玩家错过。 [h3] 2. 跑酷关卡过于严苛 [/h3] 我完全能理解跑酷关卡困难的设定,但困难的前提来自于优秀的关卡设计,而不是把人逼到极限的地图编辑。有些跑酷里的超小钻缝,或者多劈一刀就会碰到的超绝小凸起,明摆着制作组就是想恶心玩家、不给容错。发夹定位的问题也非常烦人,其他游戏对于钩索类技能都有比较宽松的位置判定,但是mio选择了必须要方向几乎完全一致、才能成功判定,手感较差。 至于很多人诟病的坩埚跑酷,虽然我也死了很多次,但是还是能让我享受到乐趣的——刀片跑酷那段,是我在所有跑酷游戏遇到数一数二有趣味性的。 [h3] 3. 操作复杂化引出的键位问题 [/h3] 因为游戏的跑酷方式真的很多样,包括钩索、攀爬、漂浮,如果不用手柄的话,两只手想要调整出一个协调的键位真的很难。我玩类银一直是键鼠流派,且游戏不允许重复设定键位,导致最后还用到了鼠标侧键。个人认为,这里的设计应该是有更好的处理方法的,比如跳跃键长按也可以做出漂浮(参考丝之歌跳跃长按也是漂浮),而不是将所有动作都强制绑定。 另外说到键位,在脱离复活点时,需要长按左右键,且其他按键一律不行,也非常反直觉...... [h3] 4. 玩法为剧情让步 [/h3] 其他差评有提到无法回血和随着剧情掉血上限的问题,其实都是为了补足世界观带来的必要设定。这里的问题在于,[b]玩法代表可玩性,是动作类游戏最重要的部分,是不应该为了剧情做出让步的[/b]。由此可以延伸出三个可以批评的点: ① 大大限制了玩家的入门门槛,实打实给自己游戏降销量; ② 凸现教玩家玩游戏的高傲感; ③ 不愿意想办法用一些额外的设定/剧情来弥补这个问题 [h3]总的来说 [/h3]制作组一味沉迷于宣传自己的哲学——即玩法、美术、地图、剧情——在这些上面花费了很多心血。诚然,他们所打造出来的世界是有趣的、美丽的、令人沉醉的。 然而,他们在傲慢地表达自己的艺术时,却缺乏在细枝末节上对于玩家体验的理解。也就是这种看似微不足道的疏离,积少成多造就了游戏的预冷,以及最后制作组的解散。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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